; RedGuard Global function, flag and equate definition file
[functions]
; functions section.
; functions defined as xxx parms y
; where xxx is an ascii name for the function and y is the number of parameters
; the function takes.
task sRotate parms 4
task sRotateByAxis parms 3
task sRotateToAxis parms 3
task sMove parms 4
task sMoveByAxis parms 3
task sMoveAlongAxis parms 3
function HeaderHook parms 0
task swordAI parms 0
task projectileAI parms 0
function chargeWeapon parms 1
function PlayerMain parms 0
function PrintParms parms 8
function LogParms parms 8
function PrintStringParm parms 1
function PrintSingleParm parms 1
function SpacePressed parms 0
task WaitOnTasks parms 0
function updatePlayerViewAttrib parms 0
function cameraController parms 0
task showObjRot parms 8
task showObj parms 3
task showObjLoc parms 3
task showObjPan parms 4
task showObjPanLoc parms 4
task lookObj parms 1
task showPlayer parms 0
task showPlayerPan parms 1
task lookCyrus parms 1
task showCyrus parms 3
task showCyrusLoc parms 3
task showCyrusPan parms 4
task showCyrusPanLoc parms 4
function PlayAnimation parms 2
function lockoutPlayer parms 1
function menuNew parms 0
task menuProc parms 0
function menuAddItem parms 3
function menuSelection parms 0
task RTX parms 1
task rtxAnim parms 4
task RTXpAnim parms 4
task RTXp parms 1
task Rotate parms 4
task RotateByAxis parms 3
task RotateToAxis parms 3
task WalkForward parms 1
task WalkBackward parms 1
task MoveForward parms 1
task MoveBackward parms 1
task MoveLeft parms 1
task MoveRight parms 1
task Move parms 4
task MoveByAxis parms 3
task MoveAlongAxis parms 3
task MoveObjectAxis parms 3
task MoveToLocation parms 2
task WanderToLocation parms 2
task MoveToMarker parms 2
function SetObjectLocation parms 4
task Wait parms 1
function DistanceFromStart parms 1
function Light parms 2
function LightRadius parms 1
function LightIntensity parms 1
function LightOff parms 0
function LightOffset parms 3
function LightFlicker parms 2
function FlickerLight parms 1
function LightFlickerOff parms 0
function LightSize parms 2
function LightSizeOff parms 0
multitask FxPhase parms 7
multitask FxFlickerOnOff parms 1
multitask FxFlickerDim parms 1
multitask FxLightSize parms 2
function Flat parms 1
function FlatSetTexture parms 2
function FlatOff parms 0
function FlatOffset parms 3
function FlatLikeStatic parms 1
function FlatAnimate parms 3
function FlatStop parms 0
function SetAttribute parms 2
function GetAttribute parms 1
function SetGlobalFlag parms 1
function TestGlobalFlag parms 1
function ResetGlobalFlag parms 1
task FacePlayer parms 1
task FacePlayerInertia parms 1
task FaceAngle parms 1
task FacePos parms 2
task FaceObject parms 1
function Sound parms 3
function FlatSound parms 3
multitask AmbientSound parms 3
multitask AmbientRtx parms 3
function Jump parms 0
task WaitNonMulti parms 0
task WaitOnDialog parms 0
function HideMe parms 0
function ShowMe parms 0
function Rnd parms 1
function QuickRnd parms 1
function MyId parms 0
task FaceLocation parms 2
function DistanceFromLocation parms 1
function LoadWorld parms 3
function SetAiType parms 1
function SetAiMode parms 1
function MyAiType parms 0
function MyAiMode parms 0
task GotoLocation parms 1
task Guard parms 3
task Animal parms 2
function TrueFunction parms 0
function TurnToPos parms 2
function AtPos parms 3
function TurnToAngle parms 1
function MovePos parms 3
function SetStartPosition parms 3
function GetMyAttr parms 1
function SetMyAttr parms 2
function GetFramePassed parms 0
function SpeedScale parms 1
function InKey parms 1
function PressKey parms 1
FUNCTION ACTIVATE PARMS 1
function TorchActivate parms 1
function Deactivate parms 0
function ReleaseAnimation parms 0
function HoldAnimation parms 0
function PauseAnimation parms 1
function SetAction parms 1
function ResetAction parms 1
function ResetAllAction parms 0
task PushAnimation parms 2
task PushControlAnimation parms 2
task WaitAnimFrame parms 2
task WaitPlayerAnimFrame parms 2
function KillMyTasks parms 0
task ObjectLineUp parms 3
task ObjectParallelLineUp parms 3
task ObjectPickupLineUp parms 3
task LineUp parms 3
task WaitLineUp parms 1
function MoveAboveMe parms 4
function KillMe parms 0
function EndSound parms 1
function EndMySounds parms 0
function EndMySound parms 1
function StopAllSounds parms 0
task ViewGXA parms 3
task AnimateGXA parms 4
function PlayerOffset parms 3
multitask PlayerOffsettask parms 3
function Offset parms 3
function UnOffset parms 0
task BounceObject parms 3
function OffsetLocation parms 4
function DistanceToLocation parms 1
function ShowBitmap parms 2
function UnShowBitmap parms 1
function ReplenishHealth parms 0
function InRectangle parms 4
function InCircle parms 3
function ScriptParticles parms 8
function LightTorch parms 0
function UnlightTorch parms 0
function LoadStatic parms 1
function UnLoadStatic parms 0
function PointAt parms 0
; combat commands
function beginCombat parms 0
function endCombat parms 0
function isFighting parms 0
function isDead parms 0
function adjustHealth parms 2
function setHealth parms 1
function health parms 0
function adjustStrength parms 1
function setStrength parms 1
function strength parms 0
function adjustArmor parms 1
function setArmor parms 1
function armor parms 0
function shoot parms 7
function shootPlayer parms 4
function resurrect parms 0
; object script/task control
function EnableObject parms 0
function DisableObject parms 0
function EnableTasks parms 0
function DisableTasks parms 0
function EnableScript parms 0
function DisableScript parms 0
function EnableHook parms 0
function DisableHook parms 0
function EnableCombat parms 0
function DisableCombat parms 0
; rotational and positional reset commands
function SetRotation parms 3
function SetPosition parms 3
function ResetRotation parms 3
function ResetPosition parms 3
function ReloadRotation parms 0
function ReloadPosition parms 0
function SetLocation parms 1
; master and slave commands
function AttachMe parms 1
function DetachMe parms 0
function DetachSlaves parms 0
function KillSlaves parms 0
function HideSlaves parms 0
function ShowSlaves parms 0
function EnableSlaves parms 0
function DisableSlaves parms 0
function IsSlave parms 0
function IsMaster parms 0
function FixSlaveAngle parms 2
; player commands
function PlayerMoved parms 0
function PlayerTurned parms 0
function PlayerTurnedDirection parms 0
function PlayerMovementSpeed parms 0
function GetMovementSpeed parms 0
function PlayerHealth parms 0
function PlayerStatus parms 0
function PlayerCollide parms 0
function PlayerStand parms 0
function PlayerArmed parms 0
function PlayerHanging parms 0
function PlayerInSight parms 0
function PlayerDistance parms 0
function AcuratePlayerDistance parms 0
function PlayerFacing parms 2
function PlayerArcTan parms 0
function PlayerArc parms 2
function PlayerLooking parms 1
multitask PlayerTilt parms 3
multitask PlayerTiltRevx parms 3
function PlayerSnap parms 3
task PlayerLineUp parms 3
task PlayerParallelLineUp parms 3
task PlayerPickupLineUp parms 3
function MovePlayerAboveMe parms 4
function PushPlayer parms 1
function PopPlayer parms 0
task PlayerFaceObj parms 0
function PlayerOnScape parms 0
function PlayerCollideStatic parms 0
function WonGame parms 0
function MainloopExit parms 1
task PlayerFaceTalk parms 1
function PlayerForceTalk parms 1
function CollidePlayerWeapon parms 4
; object and player health
function ZapPlayer parms 1
function ZapPlayerNoKill parms 1
function ZapObject parms 1
function ZapObjectNoKill parms 1
; object system messaging
function SendMessage parms 1
function ReceiveMessage parms 0
function IsMessageWaiting parms 0
function GetMessageSender parms 0
function GetMessageSenderId parms 0
function ReplySender parms 1
function DeleteMessage parms 0
function SendBroadcast parms 1
function ReceiveBroadcast parms 0
function DeleteBroadcast parms 0
function IsBroadcastWaiting parms 0
function GetBroadcastSender parms 0
function GetBroadcastSenderId parms 0
function ReplyBroadcastSender parms 1
; sync tasks and functions
function ResetGroupSync parms 0
function ResetUserSync parms 0
task SyncWithGroup parms 1
task SyncWithUser parms 1
function ChangeGroup parms 1
function ChangeUser parms 1
; pipelining functions
function PipeMyGroup parms 0
function PipeGroup parms 1
function PipeUser parms 1
function PipeMasters parms 0
function PipeSlaves parms 0
function PipeAroundMe parms 1
function PipeAroundPos parms 4
function PipeHidden parms 0
; node map negotiation
task MoveNodeMarker parms 2
task MoveNodeLocation parms 2
task MoveNodePosition parms 4
function AtNodeMarker parms 2
function AtNodeLocation parms 2
function AtNodePosition parms 4
function Wander parms 2
function DisableNodeMaps parms 0
function EnableNodeMaps parms 0
; node marker negotiation
task MoveMarker parms 2
task MoveLocation parms 2
task MovePosition parms 4
; weapons and hand-objects
function DrawSword parms 0
function SheathSword parms 0
function CheckPlayerWeapon parms 0
function DisplayHandModel parms 4
function DisplayHandItem parms 4
function DisplayHiltModel parms 4
function DisplayHiltItem parms 4
; item's and the inventory
function HandItem parms 1
function HaveItem parms 1
function RemoveItem parms 1
function ItemUsed parms 1
function PushItem parms 2
function PopItem parms 1
function AddItem parms 2
function SubItem parms 2
function DropItem parms 2
function UseItem parms 1
function ShowItem parms 4
function ShowItemNoRtx parms 3
function ActiveItem parms 0
function PushAllItems parms 1
function PopAllItems parms 0
function DropAllItems parms 0
function SelectItem parms 1
; general object queries
function IsOnEdge parms 0
function IsHoldingWeapon parms 0
function IsSheathingSword parms 0
function IsDrawingSword parms 0
function IsDrawingOrSheathing parms 0
function IsCarryingWeapon parms 0
function IsCombatCapable parms 0
function IsShellScript parms 0
function IsWithinView parms 0
function IsWithinMap parms 0
function IsInAir parms 0
function IsLightingOrUnlighting parms 0
function IsUnlightingTorch parms 0
function IsLightingTorch parms 0
function IsInLava parms 0
function IsInDeepWater parms 0
function IsInWater parms 0
function IsBouncing parms 0
; shell AI functions
function OpenShell parms 1
function CountAiShells parms 1
function FindAiShell parms 1
; effects system
function AddFlatEffect parms 6
function AddLightEffect parms 8
function GolemSteam parms 0
function DragonBreath parms 0
multitask DragonBreathTask parms 0
; Smacker functions
function QueueMovie parms 1
task TestTask parms 1
function XResetCamera parms 0
; Potion functions
function SetPotion parms 2
function GetPotion parms 1
; Log Book functions
function AddLog parms 1
; spare expansion functions, (do nothing at the moment)
function Spare0Parm0 parms 0
function Spare1Parm0 parms 0
function Spare0Parm1 parms 1
function Spare1Parm1 parms 1
function Spare0Parm2 parms 2
function Spare1Parm2 parms 2
function Spare0Parm3 parms 3
function Spare1Parm3 parms 3
function Spare0Parm4 parms 4
function Spare1Parm4 parms 4
function Spare0Parm5 parms 5
function Spare1Parm5 parms 5
function Spare0Parm6 parms 6
function Spare1Parm6 parms 6
function Spare0Parm7 parms 7
function Spare1Parm7 parms 8
[refs]
; object references
address
next
list
parent
linked
grid
id
name
ftype
sflags
runtime_local_list
runtime_locals
extra
object_data
static_data
loaded_matrix
data
header
pos.vx
pos.vy
pos.vz
slave_pos.vx
slave_pos.vy
slave_pos.vz
last_slave_pos.vx
last_slave_pos.vy
last_slave_pos.vz
start_pos.vx
start_pos.vy
start_pos.vz
last_pos.vx
last_pos.vy
last_pos.vz
last_valid_flag
last_valid_pos.vx
last_valid_pos.vy
last_valid_pos.vz
angle.vx
angle.vy
angle.vz
slave_angle.vx
slave_angle.vy
slave_angle.vz
last_slave_angle.vx
last_slave_angle.vy
last_slave_angle.vz
start_angle.vx
start_angle.vy
start_angle.vz
last_angle.vx
last_angle.vy
last_angle.vz
move.vx
move.vy
move.vz
ov.vx
ov.vy
ov.vz
size
location
yangle_change
rope
rope_id
rope_wait
slide_flag
fall_flag
jump_flag
extra_flag
extra_time
action_flag
action
action_time
arms_time
jump_time
jump_height
origin
origin_time
origin_accum
last_direction
move_counter
last_collide
last_collide_count
under_object
under_surface
surface_time
ai_type
ai_mode
ai_delay
ai_var1
ai_var2
ai_length
node_map
node
dnode
fdnode
weapon_drawn
torch_timer
hand_item
hand_pos.vx
hand_pos.vy
hand_pos.vz
hand_angle.vx
hand_angle.vy
hand_angle.vz
grip[0]
grip[1]
scabbard[0]
scabbard[1]
sphere_object
fsphere_heap
fspheres
active
hide
dead
invisible
combat
light
flat
anim
anim_list
frame
handle
last_frame
last_handle
panic_group
message_index
broadcast_index
anchor
hook_data
script_data
script_int
script_pc
script_return
script_rv
script_ret_rv
attribute
local_index
string_index
disable_script
task[0]
task[1]
task[2]
task[3]
task[4]
task[5]
task_variable[0]
task_variable[1]
task_variable[2]
task_variable[3]
task_variable[4]
task_variable[5]
task_status[0]
task_status[1]
task_status[2]
task_status[3]
task_status[4]
task_status[5]
task_pause[0]
task_pause[1]
task_pause[2]
task_pause[3]
task_pause[4]
task_pause[5]
task_timer[0]
task_timer[1]
task_timer[2]
task_timer[3]
task_timer[4]
task_timer[5]
task_variable2[0]
task_variable2[1]
task_variable2[2]
task_variable2[3]
task_variable2[4]
task_variable2[5]
task_variable3[0]
task_variable3[1]
task_variable3[2]
task_variable3[3]
task_variable3[4]
task_variable3[5]
task_variable4[0]
task_variable4[1]
task_variable4[2]
task_variable4[3]
task_variable4[4]
task_variable4[5]
; object's animation references
anim.address
anim.current
anim.next
anim.next_speed
anim.frame
anim.speed
anim.speed_count
anim.stop_flag
anim.halt_flag
anim.hold_flag
anim.rep_count
anim.rewind_flag
anim.loop_count
anim.sound_handle
anim.real_frame
anim.max_group
anim.pos.vx
anim.pos.vy
anim.pos.vz
anim.angle.vx
anim.angle.vy
anim.angle.vz
anim.last_angle.vx
anim.last_angle.vy
anim.last_angle.vz
; object's size references
size.address
size.orientation
size.size.vx
size.size.vy
size.size.vz
size.pos.vx
size.pos.vy
size.pos.vz
size.psize.vx
size.psize.vy
size.psize.vz
size.msize.vx
size.msize.vy
size.msize.vz
[equates]
; equates section
; equates can be assigned numeric values or the value of a previously defined
; equate.
; object arrtibute equates
auto
attr_active
attr_collide
attr_strength
attr_health
attr_armor
attr_movement
attr_weight
attr_ymove
attr_user_flag = attr_ymove
attr_forward_speed
attr_backward_speed
attr_side_speed
attr_step_type
attr_forward_walk
attr_backward_walk
attr_combat
attr_turn_speed
attr_fight_lunge_speed
attr_fight_forward_speed
attr_fight_backward_speed
attr_fight_forward_walk
attr_fight_backward_walk
attr_fight_turn_speed
attr_fight_turn_accel
attr_weapon
attr_player_align
attr_master
attr_slave
attr_slave_type
attr_rotation
attr_group
attr_user
attr_jump_time
attr_jump_height
attr_no_slave_rot
attr_sheath_frame
attr_draw_frame
attr_ignore_own_matrix
attr_stop_y_rotate
attr_stop_x_rotate
attr_stop_z_rotate
attr_stop_x_move
attr_stop_y_move
attr_stop_z_move
attr_always_sync
attr_panic_group
attr_camera_move
attr_camera_pan_type
attr_camera_target_offset_x
attr_camera_target_offset_y
attr_camera_target_offset_z
attr_camera_offset_x
attr_camera_offset_y
attr_camera_offset_z
attr_camera_distance
attr_dialog_y
attr_no_collide
attr_no_sphere_object
attr_mass
attr_aggression
attr_combat_defense
attr_attack
attr_defend
attr_attack_skill
attr_defense_skill
attr_combat_allies
attr_combat_alignment
attr_combat_group
attr_weapon_type
attr_armor_type
attr_death_type
attr_attack_single
attr_attack_double
attr_attack_triple
attr_attack_thrust
attr_attack_lunge
attr_attack_low
attr_attack_jump_up
attr_attack_jump_forward
attr_attack_disarm
attr_defend_low
attr_defend_right
attr_defend_left
attr_defend_high
attr_fight_circle_speed
attr_fight_circle_delta_angle
attr_num_taunts
attr_hit_sound
attr_chatty
attr_twitch
attr_stick_to_surface
attr_node_idle
attr_node_climbs
attr_node_jumps
attr_node_run
attr_node_in_use ; !!! reserved for internal use do not change in script !!!
attr_node_ignore_in_sight
attr_damage
attr_npc
attr_bounce_power
attr_bounce_move
attr_bounce_turn
attr_boat_rock_align
attr_v_weapon
attr_light_frame
attr_unlight_frame
attr_player_type
attr_special_activate
attr_fall_hold
attr_fall_damage
attr_zap_anim
attr_holding_weapon
attr_reload_type
attr_no_continue
attr_short_mapping
attr_no_view_manage
attr_reserved_weight
attr_no_node_combat
attr_lock_pos
attr_woman
attr_reserved_collide
attr_invulnerable
attr_combat_ignore_in_sight
attr_non_moving
attr_combat_long_sight
attr_combat_radius_weapon
attr_mess_group
attr_combat_radius_vhit
endauto
; general equates
false 0
true 1
no false
yes true
off false
on true
; axis equates for ..ByAxis tasks
axis_x 0
axis_y 1
axis_z 2
x axis_x
y axis_y
z axis_z
; numerical equates (for multiplication to world units)
degrees 6
; animation groups
auto
; idles and panic groups
anim_panic
anim_idle1
anim_idle2
anim_idle3
anim_idle_hurt
anim_idle_torch
anim_idle_rope
anim_idle_ledge
anim_fight_panic
; misc (low priority)
anim_misc0
anim_misc1
anim_misc2
anim_misc3
anim_misc4
; turns
anim_turn_left
anim_turn_right
anim_turn_left_torch
anim_turn_right_torch
; simple movements
anim_run
anim_run_forward = anim_run
anim_run_backward
anim_walk
anim_walk_forward = anim_walk
anim_walk_forward_torch
anim_walk_backward
anim_walk_backward_torch
anim_step_left
anim_step_left_torch
anim_step_right
anim_step_right_torch
anim_shimmy_left_ledge
anim_shimmy_right_ledge
anim_run_torch
anim_fight_run
; falling and jumping
anim_jump_start
anim_jump_start_torch
anim_jump_run_start
anim_jump_right_start = anim_jump_run_start
anim_jump_right_start_torch
anim_jump_left_start
anim_jump_left_start_torch
anim_jump_torch
anim_jump
anim_jump_up = anim_jump
anim_jump_up_arms
anim_jump_forward_torch
anim_jump_forward
anim_jump_forward_arms
anim_jump_run
anim_jump_right = anim_jump_run
anim_jump_right_torch
anim_jump_left
anim_jump_left_torch
anim_jump_run_arms
anim_jump_backward
anim_jump_spin = anim_jump_backward
anim_jump_backward_torch
anim_jump_off_rope
anim_jump_off_rope_sword
anim_jump_draw_sword
anim_attack_jump_up
anim_attack_jump_forward
anim_fall
anim_fall_torch
anim_fall_up_arms
anim_fall_run
anim_fall_right = anim_fall_run
anim_fall_right_torch
anim_fall_left
anim_fall_left_torch
anim_fall_backward
anim_fall_backward_torch
; land groups
first_land_group
anim_land = first_land_group
anim_land_torch
anim_land_run
anim_land_right = anim_land_run
anim_land_right_torch
anim_land_left
anim_land_left_torch
anim_land_backward
anim_land_backward_torch
anim_land_hurt
anim_land_death
last_land_group = anim_land_death
; slides
anim_slide
anim_slide_down = anim_slide
anim_slide_forward = anim_slide
anim_slide_backward
anim_slide_forward_torch
anim_slide_backward_torch
; ropes
anim_rope_panic
anim_rope_swing_forward
anim_rope_swing_back
anim_rope_up
anim_rope_down
anim_rope_grab
anim_rope_jump
; ledges and hand-plants
anim_pull_up_ledge
anim_drop_off_ledge
anim_swing_ledge
anim_grab_ledge
anim_hand_plant_ledge
; combat
anim_draw_sword
anim_fight_forw
anim_fight_forward = anim_fight_forw
anim_fight_back
anim_fight_backward = anim_fight_back
anim_fight_circle_left
anim_fight_circle_right
anim_fight_turn_left
anim_fight_turn_right
anim_defend_low
anim_defend = anim_defend_low
anim_defend_right
anim_defend_left
anim_defend_high
anim_attack_1
anim_attack_2
anim_attack_3
anim_attack_thrust
anim_attack_thrust_start = anim_attack_thrust
anim_attack_lunge
anim_attack_1_end
anim_attack_2_end
anim_fight_disarm
anim_attack_low
anim_fight_jump_start
anim_fight_jump
anim_fight_fall
anim_fight_land
anim_fight_fall_attack
anim_fight_land_attack
anim_fight_hurt_1
anim_hit_attack = anim_fight_hurt_1
anim_fight_hurt_2
anim_fight_hurt_front
anim_fight_hurt_back
anim_death_fight_stab
anim_death_fight_hard
anim_death_fight_stab_end
anim_death_fight_hard_end
anim_death_fight_front
anim_death_fight_back
anim_death_fight_front_end
anim_death_fight_back_end
anim_sheath_sword
anim_fight_land_right
anim_fight_land_left
anim_explore_hurt_1
anim_explore_hurt_2
anim_death_explore
; flask groups
anim_flask_panic
anim_draw_flask
anim_sheath_flask
anim_catch_spell
anim_charge_flask
anim_shoot_flask
; swimming groups
anim_swim_idle
first_swim_group = anim_swim_idle
anim_swim_forward
anim_swim_backward
last_swim_group = anim_swim_backward
; special movements
anim_pickup
anim_pull_lever_down
anim_pull_lever_up
anim_turn_lever_left
anim_turn_lever_right
anim_light_torch
anim_unlight_torch
anim_light_with_torch
; speech
anim_still
anim_talk1
anim_talk2
anim_talk3
; misc (high priority)
anim_misc5
anim_misc6
anim_misc7
anim_misc8
anim_misc9
anim_misc10
anim_misc11
anim_misc12
anim_misc13
anim_misc14
anim_misc15
anim_misc16
anim_misc17
number_anim_groups
endauto
; animation types
animtype_stop 0
animtype_no_stop 1
animtype_no_panic 2
anim_stop 0
anim_no_stop 1
anim_no_panic 2
; return codes for the function PlayerStatus()
auto
ps_idle
ps_jump
ps_jump_forward
ps_jump_run_forward
ps_jump_backward
ps_fall_forward
ps_fall_run_forward
ps_fall_backward
ps_sliding
ps_start_pull_up
ps_pull_up
ps_draw_sword
ps_sheath_sword
ps_ledge_start_pull_up
ps_ledge_pull_up
ps_run_forward
ps_run_backward
ps_step_left
ps_step_right
ps_walk_forward
ps_walk_backward
ps_moving
endauto
; ai types
at_none 0
at_find_player 1
at_wander 2
at_player_in_sight 3
at_find_location 4
at_location_in_sight 5
; ai modes
ai_none 0
ai_turn_to 1
ai_move_to 2
ai_turn_nearest 3
ai_move_nearest 4
ai_find_player 5
ai_player_turn_to 6
ai_player_move_to 7
ai_find 8
ai_idle 9
ai_find_location 10
; actions
action_jump_right 1
action_jump_left 2
action_jump 1
action_fall 4
action_forward 8
; collision flags set in object reference last_collide. The last_collide property is a bit-field, so to see if the object
; failed to move left for example use 'if object.last_collide & cf_check_left_fail <> 0'. this if statement will continue
; if the cf_check_left_fail flag was set.
cf_slide_off_wall 1
cf_hit_wall 2
cf_polygon_push_out 4
cf_last_valid_set 8
cf_validate_slope_fail 16
cf_check_left_fail 32
cf_check_right_fail 64
cf_check_forward_fail 128
cf_check_backward_fail 256
cf_check_run_forward_fail 512
cf_managed_collision 1024
cf_validate_forward_failed 2048
cf_premeture_jump_end 4096
cf_premeture_fall 8192
cf_cross_polygon_push 16384
; player type flags for use with the attr_player_type attribute
ply_cyrus 0
ply_gremlin 1
ply_crossbow 2
; error return codes
auto
err_no_error
err_task_not_completed
err_destination_node_not_found
err_destination_not_in_sight
err_not_on_node_map
err_collide
endauto
; reload types for attr_reload_type
auto
rld_none
rld_hide
rld_resurrect
rld_kill
endauto
; global flags
[flags]
;"Overall gamestate" flags
number timeofday 1 ;1 day, 28 is sunset, 27 is night
bool after_catacombs 0 ;Cyrus has been through the catacombs
bool after_league 0 ;Cyrus has been to the league(Act2)
bool gremlin 0 ;Cyrus is gremlin
bool after_jail 0 ;Cyrus is out of the jail/chase section
bool after_iszara 0 ;Cyrus has rescued Iszara (Act3)
bool after_dragon 0 ;dragon is dead
bool in_palace 0 ;Cyrus is in the palace at the end
bool won_game 0 ;killed richton game over!! YOU WIN!!! Yeh..uh..wait
; "Have" flags
bool have_gear false
bool have_blessing false
bool have_drbook false
; "Dialog" flags KEN SAYS: PLEASE PUT NEW GLOBALS HERE IN ALPHABETICAL ORDER OR YOU BUY THE DONUTS WHEN DOUBLE VARIABLES PREVENT COMPILING!
; ANDY SAYS: BLAH BLAH BLAH, FUCK ! MY LEFT LEG JUST FELL OFF
bool AfterTrap FALSE ;TRUE after Brennan's Trap dialog
bool AmuletDone FALSE ;TRUE after Cyrus delivers amulet to Richton, BETTER to use after_catacombs
bool AmuletJob FALSE ;TRUE after Cyrus accepts job from Kotaro
bool asked_once FALSE ;TRUE after Cyrus asks one question of either guard in vile's realm
bool BasilTalk FALSE ;TRUE after beginning of first dialog with basil
bool BrennanWarn FALSE ;TRUE after someone warns you of Brennan's Trap
bool BrennanTrap FALSE
bool Brennandead false ;true
bool CoyleFriend FALSE ;TRUE after Cyrus has befriended Coyle -- KEN: see CyrusFriend -- could be a screwup
bool Crowns_G FALSE ;sets like local crowns flag in Dreekius
bool crendalflask FALSE ;TRUE after Crendal reveals he has Trithik's map piece
bool crendalmap false ;TRUE after Trithik tells Cyrus what's on his map piece
bool CyCynic FALSE ;TRUE after Cyrus acts cynical about Hammerfell's fate in front of Dreekius
bool CyNoGrem FALSE ;TRUE after Cyrus is changed back from gremlin to Cyrus
bool CyrusFriend FALSE ;TRUE after Cyrus is friends with Coyle -- KEN: have replaced CYRUSFRIEND wiht CoyleFriend in Saban, Coyle, GC_rock1, GC_rock2
bool DragonDead FALSE ;TRUE after Nafaalilargus is dead
bool Dram_appears FALSE ;TRUE to have Dram appear and shoot Joto in the jail. can be used for more...
bool DreekCro FALSE ;TRUE when Dreekius tells you what he knows about the Crowns during Tobias' dialogue
bool DreekImp FALSE ;TRUE when Dreekius tells you about the Imperials' list of dissidents during Tobias' dialogue
bool DreekiusName FALSE ;TRUE when Cyrus knows Dreekius' name
bool DreekiusTalk FALSE ;TRUE after you first talk to Dreekius
bool DreekOcc FALSE ;TRUE when Dreekius tells you what he knows about the Imperial Occupation during Tobias' dialogue
bool DreekSister FALSE ;TRUE when Dreekius tells you what he knows about Iszara
bool EnterCaverns FALSE ;TRUE if Cyrus has been in the Caverns
bool EyePieceFound FALSE
bool EyePieceLost FALSE
bool Fatboy FALSE ;TRUE after someone explains that Fatboy = Richton
bool FavisHelp FALSE
bool Favis_BELL FALSE ;favis tells cyrus about broken bell, and bell.scr can be activated
bool FavisPrnellPal FALSE
bool FixBell FALSE
bool FlagshipStory FALSE ;TRUE after someone tells you the League blew up Richton's flagship
bool FlaskFalicia FALSE ;TRUE after Falicia tells Cyrus what she knows about the Flask of Lillandril
bool Flaskstart false ;TRUE after you read the book about the Flask, or ask J'ferr about it or if Joto tells you about it during Scene Five, "The Soulgem"
bool GremlinSolve false ;true after cyrus is able to say change me back to anyone
bool GypsyHelp FALSE ;TRUE after you agree to help solve Saban's problem
bool GypsySolve false
bool HaveAmulet FALSE ;TRUE when Cyrus has the Amulet
bool HaveGear FALSE ;TRUE when Cyrus has Dwarven gear
bool HaveGem FALSE ;TRUE when Cyrus has soulgem
bool HaveInsignia FALSE
bool HaveLocket FALSE ;TRUE when Cyrus has Lakene's Locket
bool HaveRing FALSE ;TRUE when Cyrus has Voa's Ring
bool HayleStory FALSE
bool HiToFavis FALSE
bool HiToSiona FALSE ;TRUE after Tobias tells you to see Siona
bool Imperials_G FALSE ;sets like local imperials flag in Dreekius
bool IszaraMetHayle FALSE
bool Journal FALSE
bool jotoinjail FALSE
bool killbrennan false ;set when Brennan is dead
bool KithJournal FALSE ;TRUE after Cyrus has read Kithral's Journal
bool KnowBody FALSE ;TRUE when Cyrus knows Prince A'tor's body is at the Temple and covered in the stasis field
bool KnowsJaganvir FALSE ;TRUE when Cyrus knows from Avik or Falicia that Jaganvir is the new archmage
bool KotaroTalk FALSE
number KrisGuardsKill 0 ;number of Cyrus kills the guards in Krisandra's house, should equal 2 before she happy
bool KrisGuardsSee FALSE ;TRUE after Cyrus enters Krisandra's house while guards are searching it (only after FlaskStart = TRUE)
bool LakeneDen FALSE ;TRUE after someone tells Cyrus that Lakene knows about SD. (Krisandra, Favis?)
bool LakeneMove FALSE ;TRUE when Cyrus confronts Lakene and he moves
bool LakeneTalk FALSE ;TRUE after Cyrus talks to Lakene
bool Makemap false ;true after cyrus gives maiko the elven book, used to trigger maiko to start map working anim
bool Mapfin FALSE ;true after counter finishes, used to time maiko working on map for cyrus
bool MariahTellIszara FALSE ;TRUE if Mariah tells you she saw Iszara at Maiko's
bool NecroDone FALSE ;TRUE after Cyrus completes the amulet delivery under the auspice of N'gasta rather than Kotaro
bool NecroJob FALSE ;TRUE after Cyrus accepts amulet job from N'gasta instead of Kotaro
bool NeedFixObserv FALSE ;TRUE after Erasmo tells Cyrus that observatory must be fixed.
bool NeedPassword FALSE ;TRUE after someone tells you that you need a password to get into Smuggler's Den (SmugglersDen is true and knock on door)
bool NeedProof FALSE
bool NewCombs FALSE ;TRUE when Cyrus enters the second part of the Catacombs
bool NidalKnow FALSE
bool NidalTalk FALSE ;TRUE if player has spoken with Nidal [set in Brother Nidal; referenced in Tobias]
bool Occupation_G FALSE ;sets like local occupation flag in Dreekius
bool ObservFixed FALSE ;TRUE after Cyrus fixes the observatory
bool OpenDoor FALSE ;TRUE after the Door to the Dwarven Ruins is opened
bool Open_journal false ; true after cyrus opens iszara*s journal
bool Password FALSE ;TRUE after someone tells you the password to the Smuggler's Den
bool PrnellFriend FALSE
bool flag_picked_up FALSE ;when false; show Prnell's harbor tower redflag [xflag.scr]; when true, hide redflag
bool Put_flag_back false ;prnell allows cy to put flag back
bool pullbellrope false ;Cyrus tries to pull bell rope, and Favis says DON'T TRY IT!
bool RolloAnnoy FALSE
bool RolloDen FALSE ;TRUE after someone tells Cyrus that Rollo knows about Smuggler's Den. (Krisandra, Lakene, Favis?)
bool RolloHate FALSE
bool RolloLocket FALSE ;TRUE after Lakene tells you Rollo has his wife's locket
bool RolloTalk FALSE
bool SabanCanHelp FALSE ;TRUE when Cyrus knows Saban can help him out (thus GypsyHelp=TRUE)
bool SabanSeeTruth FALSE ;
bool SeeBrennan FALSE ;TRUE after someone tells you Brennan is looking for you
bool SeeCrendal FALSE ;TRUE if Dreekius tells you that Crendal has a piece of the map- opens up "map" inquiry in Crendal's dialogue
bool SeenDoor FALSE ;TRUE when Cyrus sees the Door to the Dwarven Ruins
bool SionaFriend FALSE ;TRUE after Siona becomes your friend (by you telling her Tobias is your friend)
bool SmugglersDen FALSE ;TRUE after someone tells you about the Smuggler's Den (Siona, Mariah, Gerrick, Prnell)
bool SoulSnare FALSE
bool Spoke_with_Kotaro FALSE ;TRUE after Cyrus has spoken with Kitaro at least once
bool stop_talk FALSE ;disables dialog activation for Basil while Vandar fights
bool take_flag FALSE ;lets cyrus take prnell's flag
bool talking FALSE ;we set this when cyrus is in dialog
bool TavernBrawl FALSE ;TRUE if Cyrus has gotten into a fight with the Forebears at the Draggin Tale.
bool TempleVisit FALSE ;TRUE if Cyrus has been to the Temple
bool TirbInJail FALSE
bool TobiasLeave FALSE ;TRUE after Tobias leaves and Cyrus had known previously that he planned to leave (not the same as ActTwo=TRUE)
bool TobiasTalk FALSE ;TRUE after you first talk to Tobias